5e Dmg Firearms

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Simple Weapons

Firearms, Explosives and Alien Technology (DMG p267-268) The DMG very sensibly includes rules for more and futuristic weapons. Alongside the rapier and the great axe, we have rules for muskets, shotguns and antimatter rifles.

Dmg
NameCostDamageWeightProperties
Club1 Sp1D4 Bludgeoning2 LbsLight
Dagger2 Gp1D4 Piercing1 LbsFinesse, Light, Thrown (20/60)
Great-Club2 Sp1D8 Bludgeoning10 LbsTwo-Handed
Hand-Axe5 Gp1D6 Slashing2 LbsLight, Thrown (20/60)
Javelin5 Sp1D6 Piercing2 LbsThrown (30/120)
Light Hammer2 Gp1D4 Bludgeoning2 LbsLight, Thrown (20/60)
Mace5 Gp1D6 Bludgeoning4 Lbs-
Quarterstaff2 Sp1D6 Bludgeoning4 LbsVersatile (1D8)
Sickle1 Gp1D4 Slashing2 LbsLight
Spear1 Gp1D6 Piercing3 LbsThrown (20/60), Versatile (1D8)

Simple Ranged Weapons

NameCostDamageWeightProperties
Crossbow, Light25 Gp1D8 Piercing5 LbsAmmunition, Range (80/320), Loading, Two-Handed
Dart5 Cp1D4 Piercing1/4 LbsFinesse, Thrown (20/60)
Shortbow25 Gp1D6 Piercing2 LbsAmmunition, Range (80/320), Two-Handed
Sling1 Sp1D4 Piercing-Ammunition, Range (30/120)

Martial Weapons

NameCostDamageWeightProperties
Battleaxe10 Gp1D8 Slashing4 LbsVersatile (1D10)
Flail10 Gp1D8 Bludgeoning2 Lbs-
Glaive20 Gp1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Greataxe30 Gp1D12 Slashing7 LbsHeavy, Two-Handed
Great-sword50 Gp2D6 Slashing6 LbsHeavy, Two-Handed
Halberd20 Gp1D10 Slashing6 LbsHeavy, Reach, Two-Handed
Lance10 Gp1D12 Piercing6 LbsReach, Special
Long-sword15 Gp1D8 Slashing3 LbsVersatile (1D10)
Maul10 Gp2D6 Bludgeoning10 LbsHeavy, Two-Handed
Morning-star15 Gp1D8 Piercing4 Lbs-
Pike5 Gp1D10 Piercing18 LbsHeavy, Reach, Two-Handed
Rapier25 Gp1D8 Piercing2 LbsFinesse
Scimitar25 Gp1D6 Slashing3 LbsFinesse, Light
Short-sword10 Gp1D6 Piercing2 LbsFinesse, Light
Trident5 Gp1D6 Piercing4 LbsThrown (20/60), Versatile (1D8)
War pick5 Gp1D8 Piercing2 Lbs-
War-hammer15 Gp1D8 Bludgeoning2 LbsVersatile (1D10)
Whip2 Gp1D4 Slashing3 LbsFinesse, Reach

Martial Ranged Weapons

NameCostDamageWeightProperties
Blowgun10 Gp1 Piercing1 LbsAmmunition, Range (25/100), Loading
Crossbow, Hand75 Gp1D6 Piercing3 LbsAmmunition, Range (30/120), Light, Loading
Crossbow, Heavy50 Gp1D10 Piercing18 LbsAmmunition, Range (100/400), Heavy, Loading, Two-Handed
Longbow50 Gp1D8 Piercing2 LbsAmmunition, Range (150/600), Heavy, Two-Handed
Net1 Gp-3 LbsSpecial, Thrown (5/15)

Ammunition

Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Finesse

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.

Heavy

Small creatures have disadvantage on attack rolls with heavy weapons.

Light

Nox player mac m1. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range

A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach when you attack with it.

Special

A weapon with the special property has unusual rules governing its use.

Thrown

5e Dmg Firearms

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Two-Handed

This weapon requires two hands to use.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.

Silvered Weapons

Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Weapon Damage 5e

Special Weapons

Weapons with special rules are described here.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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Fantasy Firearms[edit]

So, picture this. You're playing D&D. The guy next to you has a sword, the gal on your right uses her fists, and the friend of loosely-defined gender who sits across from you wields arcane magic of destructive potential. You? You've got a gun. Now, if you're playing in a fantasy setting.. hey, maybe guns don't fit the tone. But, in a world with enchanted weaponry, undead, and whatever the heck Flumphs are, it's not unreasonable to say some gnome or dwarf had the idea of making fantasy-gunpowder from dragon bone or fairy dust or something. So even in the most Tolkien-esque settings, there may be a place for it.

That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations) that could conceivably fit in your run-of-the-mill D&D campaign.

Firearms 5e Dmg 5e

The Reload (X) Property[edit]

Currently, there's three types of vanilla D&D ranged weapons: Bows, Crossbows, and Thrown Weapons. Bows are two-handed weapons, with no restrictions to how often you can fire them. Crossbows have the loading property, preventing the user from firing them more than once per round (or requiring them to take the Crossbow Mastery feat), but many have more damage or are one-handed to compensate. Thrown weapons are just disposable melee weapons.

To differentiate firearms from these types of weapons, they can receive a 'Reload' property. Weapons with the reload property can hold a certain amount of ammo, e.g. a Revolver with 6 rounds. So, unlike crossbows, firearms can be fired more than once per round. However, when they run out of rounds, the weapon cannot be fired again until you use an action to reload it. Then, just like crossbows, they can come in one-handed or two-handed varieties. A firearm user does not need to invest in a feat to take advantage of any extra attack class features they get, over a crossbow user, but then has to deal with needing to spend a turn in 'down-time' every now and then. A weapon with a Reload(2) or even a Reload(1) property would be really rough!

Categorized List[edit]

Feel free to put the [[Category:Fantasy Firearms]] onto any firearm page that meets the following criteria:
1) It uses the Reload property
2) It is balanced alongside other vanilla D&D weapons, as opposed to the anachronistic weapons listed in the DMG or on this site.
3) The fluff for the page works for a fantasy setting, even if it uses copious amounts of Magitek. (If magic can create a wall of pure force or cross dimensions, it can also create an enchanted weapon that can accelerate a metal slug at relativistic speeds..)

Mundane Firearms
Fantasy FirearmCostDamageWeightProperties
Alchemic Bullets
Bayonet Rifle 95 gp1d10 piercing / 1d4 piercing12 lb.Ammunition (range 100/400), heavy, reload (4 shots), special, two-handed
Drake Cannon 250 gp2d6 piercing4 lbAmmunition (range 25/40),heavy, reload (2), special, two-handed
Revolver, Variant 150 gp1d10 piercing2 lbAmmunition (range 25/100), light, reload (6 shots)
Rifle, Variant 90 gp1d12 piercing11 lb.Ammunition (range 125/500), heavy, reload (4 shots), two-handed
Siege Rifle 250+ gp2d6 piercing20 lb.Ammunition (range 100/400), Heavy, Reload (6 rounds), Special, Two-Handed
Simple Pistol 100 gp1d10 piercing0.5 lb.Ammunition (range 25/75), hidden, light, reload (1), special
Wheel-lock Carbine 400 gp2d10 piercing9.5 lb.Ammunition (range 30/120), two handed, reload (4 shots), special
Magic Firearms
FirearmRarityType
Deus Ex Calibre very rareRevolver
Devil's Chamber very rarerevolver
Quickdraw Revolver rarerevolver


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